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Streaming and Addressables

Direct references are the default. Streamed references use Unity Addressables for dynamic loading while keeping the same Reference IDs and selectors.

Mode Best suited to Runtime behavior
Direct Small or always-needed assets and the simplest setup. Serialized reference cached and resolved synchronously.
Streamed Large optional content or assets needing memory control. Registered and loaded through the Addressables-backed loader.

Addressables is required only for Streamed entries. The database shows Addressables Not Installed and offers an inline install path when the package is missing.

When an entry uses Streamed mode, its settings include:

  • Address, defaulting to the Reference ID;
  • Group, defaulting to an Asset References group;
  • Labels, defaulting from tags and category;
  • Preload Policy; and
  • Release Policy.

Streaming settings with synchronized address, group, labels, preload policy, and release policy

Status Meaning
Synced Reference settings and Addressables metadata match.
Mismatch Address, group, labels, or GUID registration drifted; use Sync Now or repair.
Addressables Not Installed Streamed references cannot use the documented loader.
Policy Behavior
Auto Load on demand when first requested.
Preload On Start Preload after the game startup sequence finishes.
On Scene Load Preload when a scene is loaded.
Manual Preload only through C# or a Game Creator Instruction.
Policy Behavior
Auto Release streamed assets when the active scene changes.
Manual Keep assets loaded until code or an Instruction releases them.
Immediate Release immediately after resolve; the source suggests prefab instantiation.

Use asynchronous resolution for Streamed assets that are not already loaded. Keep ownership and release policy explicit when multiple systems share the same asset.

In Play Mode, the database can show loaded and unloaded state, preload or release a Streamed entry, ping its asset, inspect usages, and validate repository health.

Runtime debugger diagram showing Streamed loading state and maintenance controls